Year: 2011

  • The Immortals of Meluha

    Amish

    The first of the Shiva trilogy. The book takes a historical view of Hindu mythology and looks at the Hindu God Shiva as a human who through this actions got elevated to the pedestal of Mahadev – the God of Gods. Set from 1900 BC onwards, it tracks Shiva’s journey from Mount Kailash in Tibet to the land of the Sapt Sindhu inhabited by the Meluhans, who see him as ‘Neelkanth’, the incarnation that will help them triumph over evil. ‘Evil’ to them are their neighbours, the people of ‘Swadeep’.

    The book is very fast paced and tells a good story. It also has a sprinkling of philosophy, especially towards the end that lends it some (relative) gravitas. Though the book shows no dearth of imagination in bringing a reality perspective to a lot of things we consider myth, what I felt it lacked was a certain finesse of prose, a factor that made it seem corny at regular intervals. But that won’t stop me from picking up the other two books, and that sense of intrigue is what makes the book a good read.

  • StalkNinja

    StalkNinja aims to harness the coding acumen of the student community and use it to help businesses with their tech jobs. In conversation with co-founder Gaurav Singh.

    [scribd id=68772440 key=key-7tyj9b4ler7p7i3tryp mode=list]

  • Gamification – Level 1

    Yes, it is quite the shiny new object in the marketing/enterprise conversations around the web. One of the positives is that there are always new and updated resources in addition to some well thought out perspectives from advocates as well as naysayers on its applications on the consumer facing side, as well as the business side. For starters, I quite liked this ‘Gamification and its discontents’ deck (via Tom Fishburne’s post on gamification) that is meant to serve as a primer before marketers set out to apply ‘gamification’.

    But though it’s very early days in terms of a structured approach to the concept of gamification, I’m quite upbeat on it. One of the primary reasons for that is its inherent application that has been happening throughout my life so far. The education system’s ranks and grades (performing x task well earns you y points) not only decide entry into schools, colleges, universities and the progression there abut also gets to dictate a lot of ‘real’ social experiences within (standing among peers, popularity) as well as without. (the varying reactions to the answers to ‘Where/what do you study’? in a social gathering) Many systems have even learned how to factor in different kinds of activities – say, sports and academics, as well as types of pedagogy. A constantly evolving ‘rank’ is built over time and the badges earned and the places they’ve been earned at also have a hand in the work stage that happens immediately after education.

    From landing the first job to designations that happen later, we continue living in a world of points and badges. In fact, I had tweeted some time ago that gamification already existed in the enterprise in the form of designations. The badges also continue to affect real life through the other reward -the salary we get, which is a function of what we have done so far as well as what we are doing. Other acquisitions from that (car, house, vacations, contacts in the phonebook) decide social standing and open further ‘game’ opportunities. I can visualise life as one gigantic gameplay with said and unsaid rules. The badges and rewards were a system unto itself, until our own evolution made us rethink this. The result has been a linkage to a larger life purpose for many of us. Some of us do this within the existing structures, while others make their own niche/walled structures and rules. But that’s a different post. Meanwhile, unlike most other games, there’s only one life, and that’s what probably makes it more exciting. 🙂

    When social networks came into our lives, we first had fun connecting with friends and potential friends, and then immediately sought to apply gamification by comparing number of friends and followers, #ff, recommendations, lists, circles and so on. Also arrived continually evolving systems to measure our activities – as a factor of presence, reach and credibility across networks – Klout, PeerIndex and Kred, for example. Increasingly, they will impact and even integrate with our ‘real’ game. My point is that we seem to inherently understand gamification and more often than not accept this. Hence, my belief that well thought out applications – consumer or enterprise, have a good chance of succeeding.

    I just realised that the ‘introduction’ itself has been a long drawn one. So I’ll wait till next week to share my thoughts on application.

    until next time, game on

  • Conscious choices

    I found this video shared by K (part of a series by Professor Russell Stannard) offering me a very interesting perspective on the free will vs determinism debate. (earlier post)

    httpv://www.youtube.com/watch?v=V8EI4obG5zM

    He starts with talking about the brain as a physical object which is governed by the physical/chemical/biological rules of nature – like a computer works within a  set of mechanical/electronic laws – and therefore predictable. So it should be possible to predict our choices. But it doesn’t work that way. Consciousness is different.

    He then talks about how some are trying to apply quantum theory to the free will – determinism debate. Apparently, at sub atomic level, the ‘future’ is not predictable with absolute certainty. It has a built-in uncertainty in it. What we can do, however, is predict the odds of various possible outcomes – the average behaviour of various items. So if this is applied to individual cells whose behaviour is unpredictable, it would be free will, say the proponents of this theory. But the prof refutes this, and says that this is one of the debates that can’t be solved to everyone’s satisfaction.

    [This prediction of group behaviour reminded me of Asimov’s Foundation series and specifically Hari Seldon‘s psychohistory, through which he predicts the future in probabilistic terms.]

    But more importantly, it made me think that if indeed, there is a creator, maybe he built the automaton inside our head to make us predictable. The automaton grows with us, making most of our decisions unconscious ones, based on baggage accumulated over time – conditioning. That could explain why those few who break out of it are able to attain a higher level of thinking in which they can bend the rules, predict the future and so on and the only advice they can give others is to be aware of every second.

    And when I think of predicting the odds of outcomes, I wonder if the results of all our free will choices are written, like a tree with infinite branches. And as we continue our journey of choices that is life, one by one the branches disappear, until on hindsight, they look like one straight line that was always meant to be that way.

     until next time, a predictable end

  • Weekly Top 5

    This week’s updates include Twitter advertising, Sean Parker joining Twitter; iPhone 4S, Siri, iOS stats; demise of Zune, Windows Phone, Hotmail updates; Facebook and Websense, new Insights tools, Timeline; YouTube programming, Google+ and Shah Rukh Khan and the Nexus Prime launch delay.
    [scribd id=68288347 key=key-12lwx4awsxkum08xk1c4 mode=list]